Rewritten SandSimulator to use direct chunk access; and sand falling on torches now creates a pickup.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1240 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -3,15 +3,17 @@
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#include "FallingBlock.h"
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#include "World.h"
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#include "ClientHandle.h"
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#include "Simulator/SandSimulator.h"
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cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType)
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: super(etFallingBlock, a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f)
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, m_BlockType(a_BlockType)
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, m_OriginalPosition(a_BlockPosition)
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cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) :
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super(etFallingBlock, a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f),
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m_BlockType(a_BlockType),
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m_BlockMeta(a_BlockMeta),
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m_OriginalPosition(a_BlockPosition)
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{
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}
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@@ -21,7 +23,7 @@ cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_Block
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void cFallingBlock::Initialize(cWorld * a_World)
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{
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super::Initialize( a_World );
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super::Initialize(a_World);
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a_World->BroadcastSpawn(*this);
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}
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@@ -44,13 +46,34 @@ void cFallingBlock::Tick(float a_Dt, MTRand & a_TickRandom)
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m_Speed.y -= MilliDt * 9.8f;
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m_Pos.y += m_Speed.y * MilliDt;
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// GetWorld()->BroadcastTeleportEntity(*this); // Testing position
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Vector3i BlockPos( m_OriginalPosition.x, (int)(m_Pos.y - 0.5), m_OriginalPosition.z);
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if (!IsPassable(GetWorld()->GetBlock(BlockPos)))
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// GetWorld()->BroadcastTeleportEntity(*this); // Test position
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int BlockX = (int)m_OriginalPosition.x;
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int BlockY = (int)(m_Pos.y - 0.5);
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int BlockZ = (int)m_OriginalPosition.z;
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if (BlockY < 0)
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{
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Destroy();
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GetWorld()->SetBlock(BlockPos.x, BlockPos.y + 1, BlockPos.z, m_BlockType, 0);
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// Fallen out of this world, just continue falling until out of sight, then destroy:
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if (BlockY < 100)
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{
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Destroy();
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}
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return;
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}
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if (BlockY < cChunkDef::Height - 1)
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{
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BLOCKTYPE BlockBelow = GetWorld()->GetBlock(BlockX, BlockY, BlockZ);
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if (
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cSandSimulator::DoesBreakFallingThrough(BlockBelow) || // Fallen onto a block that breaks this into pickups (e. g. half-slab)
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!cSandSimulator::CanContinueFallThrough(BlockBelow) // Fallen onto a solid block
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)
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{
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cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
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Destroy();
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return;
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}
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}
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}
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